Every three months or so DelverMage goes over the best one-mana spells for whatever set just released. It shouldn't be too hard for me to do this for commander cards. I'm not going to go over the new commanders (there are already several dozen articles and videos of people talking about the commanders), just the cards that you may want to add to your decks.
Arcane SignetAll the rage right now. This goes in pretty much any commander deck, and is strictly better than so many other mana ramp staples.
Deafening SilencecEDH staple right here. Cards like
Rule of Law and
Damping Sphere already mess up a lot of decks. Most cEDH decks do rely on casting more than one non-creature each turn. And to top it off, it's only one mana. Definitely going to screw over early game plays.
Drown in the LochThe duality of this card as both a
counterspell or a removal spell is very useful. Cards tend to readily enter graveyards as the game goes on, so it shouldn't be a problem unless it's a really mana-heavy spell.
Faeburrow ElderSimilar to
Bloom Tender, except it's one more white mana, and therefore automatically taps for two mana. It's a hell of a lot cheaper (for now) so it might make a better choice than
Bloom Tender.
FrogifyBasically a colorshifted
Darksteel Mutation. I mean... not exactly, but the function will be the same; remove a commander without sending it to the command zone, so your opponent will have trouble getting it back. Keep in mind that only white and green have effective options of removing enchantments, so this card can mess up many decks.
HushbringerA useful hatebear. Stopping enter the battlefield effects messes with a lot of value plays (like
Mulldrifter,
Karmic Guide, and
Wood Elves). But also stopping death triggers messes with a bunch of other plays. Both of them rolled into one card is amazing.
Kenrith's TransformationSpeaking of colorshifted
Darksteel Mutation, this thing. Not only does it shut down a commander, it also draws you a card, making it arguably better than
Lignify.
Oko, Thief of CrownsWow. This guy. Let's be honest, the first ability will rarely ever be used. But that second ability? Permanently disabling a creature/artifact every turn. And unlike the other Darksteel Mutation-like cards, there isn't an enchantment for you to remove. You'll have to remove your commander from the battlefield somehow if you want it to no longer be a deer (Elk, moose, whatever. It's a deer). I am convinced that his second ability was supposed to have "Until your next turn" added at the end, but was never fixed.
Return of the WildspeakerIt's not like we didn't already have cards like
Rishkar's Expertise and
Soul's Majesty, but this is a nice instant-speed option. Moving on.
Stormfist CrusaderBecause everyone draws on your upkeep, you'll be the first person to take advantage of the extra draw effect, unlike some cards I could mention (
Howling Mine). The two colors is a bit of a restriction though, so I'm betting it will see fringe play.
Syr Konrad, the GrimI can't see Konrad making a good commander, but he can do work in the 99 of the right deck. There are three different times that his ability can trigger, so pay attention; it can add up.